Tuesday, September 1, 2026

Redemption Harem - Starting Development on v0.2

Development on v0.2 has actually been underway since the moment v0.1 was deployed, but who's counting?

 

Most of that time has been spent rebalancing things a bit - the Tie Down skill now upgrades the existing Bound state and only does damage if the target isn't Bound at all instead of being a damaging skill with a higher chance of Binding the target, for starters. That means you won't accidentally kill some of the weaker enemies after needing to use another damaging skill to get them Bound in the first place, and you won't need to spam that skill after spending eight turns Guarding in order to actually capture things.

Tie Down is also cheaper now that its use case is narrower, and you now get roughly double the TP from successfully parrying enemy attacks (even if you miss the parry and only guard). All together, these changes should make capturing enemies considerably less tedious without making an impromptu shibari session the most effective way to fight tougher enemies. 

 

Also, as a follow-up to the farming post from last Friday on Patreon and Subscribestar, I was able to get the farming system completely set up over the weekend and have been testing it to make sure I didn't miss a variable somewhere. I can't test every possible combination, as there are 16 plots and 8 available crops, and if my math is right, there are almost 13,000 of them. 

This is why I so deeply appreciate those of you who report any bugs you find.

I haven't found any bugs in it yet, though. If you read the post on Patreon/Substar, I was able to get everything set up as described there; you can plant whatever, and while it'll take longer to grow by default to offset the larger yield, you can water crops to speed up growth. 

The only potential issue is that I've been kicking around the idea of a weather system in my head to go along with the day/night system, and with how the garden is set up, I can't think of a way to make the crops count as automatically watered if it's raining. It won't be that hard to do the mechanical effect of watering the crops if it happens to be raining, but stopping you from watering them anyway to get double the effect is a bit trickier. That's a problem for the future, though; I'm still not totally sure I want to bother with a weather system anyway, since other than rain auto-watering your crops, there may not be any mechanical effect to it. And if I put the work into making a weather system, I'll want there to be some kind of mechanical effect, even if it's just characters being indoors when they're normally outside.

 

The actual next mechanic I'm working on is the Hunting system, which will be the first profession you have to find out in the world. Doing that won't be anything intense, you just won't start the game with it.

If you want to know more about that, go click one of the Patreon and/or Substar links and keep an eye out there. Depending on how much trouble it gives me, I might need to talk about something else while I work the kinks out of it, but I'm hoping to get far enough along to be able to tell you how those mechanics will work this Friday.

Most Recent Update

Redemption Harem - Starting Development on v0.2